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BURIED: Add a stub for the future apartment
The full game is now very slightly playable!
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engines/buried/environ/future_apartment.cpp
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47
engines/buried/environ/future_apartment.cpp
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@ -0,0 +1,47 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "buried/buried.h"
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#include "buried/resources.h"
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#include "buried/scene_view.h"
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#include "buried/sound.h"
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#include "buried/environ/scene_base.h"
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namespace Buried {
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bool SceneViewWindow::startFutureApartmentAmbient(int oldTimeZone, int oldEnvironment, int environment, bool fade) {
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_vm->_sound->setAmbientSound(_vm->getFilePath(4, environment, SF_AMBIENT));
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return true;
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}
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SceneBase *SceneViewWindow::constructFutureApartmentSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation) {
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// TODO
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warning("TODO: Future apartment scene object %d", sceneStaticData.classID);
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return new SceneBase(_vm, viewWindow, sceneStaticData, priorLocation);
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}
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} // End of namespace Buried
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@ -81,6 +81,8 @@ bool SceneViewWindow::startEnvironmentAmbient(int oldTimeZone, int oldEnvironmen
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// TODO
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switch (timeZone) {
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case 4:
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return startFutureApartmentAmbient(oldTimeZone, environment, environment, fade);
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case 10:
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return _vm->_sound->setAmbientSound();
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}
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@ -89,8 +91,6 @@ bool SceneViewWindow::startEnvironmentAmbient(int oldTimeZone, int oldEnvironmen
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}
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SceneBase *SceneViewWindow::constructSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation) {
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// TODO
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// If the class ID is zero, return the default base class
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if (sceneStaticData.classID == 0)
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return new SceneBase(_vm, viewWindow, sceneStaticData, priorLocation);
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@ -99,14 +99,16 @@ SceneBase *SceneViewWindow::constructSceneObject(Window *viewWindow, const Locat
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case 0: // Miscellaneous scenes
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case 2: // Mayan
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case 3: // Agent 3's Lair
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case 4: // Future Apartment
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case 5: // Da Vinci
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case 6: // AI Lab
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case 7: // Alien
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// TODO
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warning("Could not create scene object for time zone %d", sceneStaticData.location.timeZone);
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break;
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case 1: // Castle
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return constructCastleSceneObject(viewWindow, sceneStaticData, priorLocation);
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case 4:
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return constructFutureApartmentSceneObject(viewWindow, sceneStaticData, priorLocation);
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case 10: // Old Apartment
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return new OldApartmentSuitCap(_vm, viewWindow, sceneStaticData, priorLocation);
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}
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@ -119,6 +121,9 @@ bool SceneViewWindow::initializeTimeZoneAndEnvironment(Window *viewWindow, int t
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switch (timeZone) {
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case 1:
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return initializeCastleTimeZoneAndEnvironment(viewWindow, environment);
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case 4:
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// Nothing to do
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return true;
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}
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return false;
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@ -29,6 +29,7 @@ MODULE_OBJS = \
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demo/features.o \
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demo/movie_scene.o \
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environ/castle.o \
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environ/future_apartment.o \
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environ/scene_base.o \
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environ/scene_common.o \
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environ/scene_factory.o
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@ -201,6 +201,10 @@ private:
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// Castle
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bool initializeCastleTimeZoneAndEnvironment(Window *viewWindow, int environment);
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SceneBase *constructCastleSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation);
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// Future Apartment
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bool startFutureApartmentAmbient(int oldTimeZone, int oldEnvironment, int environment, bool fade);
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SceneBase *constructFutureApartmentSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation);
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};
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} // End of namespace Buried
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